﻿using Game.UI;
using Game.UI.Weapon;
using UnityEngine.InputSystem;

public partial class GameInput {
    private void registerNormalEvents() {
        mPlayerInput.Normal.WeaponEdit.performed += onWeaponEdit;
    }
    

    private void onWeaponEdit(InputAction.CallbackContext context) {
        if (UIMgr.Ins.IsOpen<WeaponEditWindow>()) {
            UIMgr.Ins.CloseWindow<WeaponEditWindow>();   
        } else {
            UIMgr.Ins.OpenWindow<WeaponEditWindow>();
        }
    }
}